I. Introduction
As the online gaming industry continues to thrive, its primary revenue source has shifted towards predatory monetization schemes such as loot boxes, which are virtual items obtained through microtransactions in online games, offering randomized rewards to players. The allure of highly desirable rewards within loot boxes, coupled with complex systems and probabilities introduced by game developers, has led to concerns over the resemblance of gambling, raising worries about excessive spending and addiction particularly among teenagers. From the perspective of psychology researchers [1], there are similarities between opening loot boxes and gambling behavior. However, from the legal aspect, legislators in various countries have struggled to classify loot boxes under existing gambling laws [2], which has led to ineffectiveness to solve the issues derived from loot boxes.